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imported>Hendrik Brummermann
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imported>MartinFuchs
NPC conversation redesign
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== Year 2008 ==

'''--[[User:MartinFuchs|Martin Fuchs]], 1 January 2008'''<br>
Work is going on to make conversation with virtual in game characters (NPCs) more flexible. Previously NPCs could only understand a very limited amount of predefined commands like for example "buy banana". They should also be capable to understand sentences, which are worded in a more natural way of language.
Currently (in release 0.65) the server code can already parse expressions containing verbal amounts with singular and plural nouns like "buy two bananas".
The next stage of conversation parser will also be able to understand sentences like "Can you give me three bananas, please?". To achieve this, it will be based on a list known words with associated word types. If an user speaks to a NPC, the sentences are parsed into grammatical expressions like "SUBJECT VERB OBJECT" and matched with predefined expressions to model the character response.

(see also the related [http://sourceforge.net/tracker/index.php?func=detail&aid=1851849&group_id=1111&atid=973767 Developer Track entry].)



== Year 2007 ==
== Year 2007 ==
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'''--[[User:Hendrik Brummermann|Hendrik Brummermann]] 23:44, 1 May 2007 (PDT)'''<br>
'''--[[User:Hendrik Brummermann|Hendrik Brummermann]] 23:44, 1 May 2007 (PDT)'''<br>
We put some infrastructure in place to monitor memory useage (which has been the cause of recent lags). Gripnir fixed a bug which prevented the daily mayor quest to accept kills done in deathmatch.
We put some infrastructure in place to monitor memory usage (which has been the cause of recent lags). Gripnir fixed a bug which prevented the daily mayor quest to accept kills done in deathmatch.